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Donian

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A member registered Mar 16, 2022 · View creator page →

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Yeah the hands being so random is in my opinion the game's biggest flaw at the moment. Ideally each player could make their own deck like a traditional card game and so can develop their own strategies, but with custom cards that might get too unbalanced. In the post-jam version I'm planning on adding a menu to see what cards are still in the deck (it won't stop the randomness, but it may let players plan around which cards might show up next turn)

As can be seen on the jam page description, there's 2 ways it matches the theme "built to scale":

  • Firstly, the game itself has been built (designed) to scale (be expanded). The modular system for card effects means more effects could be added, the game itself can be scaled up.
  • Secondly, the custom card maker means the player is able to scale the amount of content that is in the game by making more cards.

Ahhh that's a good idea, I don't know if I'll implement it in the post-jam version but if I ever make a "Project X Card 2" or something I'll keep it in mind, thanks!

Ohhh right I getcha, like developing counter play to the AI's strategy. I hadn't thought of it from that angle!

Thanks for the in-depth feedback! I'll address it parts at a time :D

Firstly the balancing, yeah sadly I didn't have much time to properly balance, I tried to have it be that the 1-cost cards have weaker effects, 2-cost are slightly better and 3-cost are a lot better, but some status effects are inherently better than others just because of their interactions (like how the aggro-stance is probably the best one, the 1 mana difference to normal is actually worth more than the 3 shield points, but also the randomness of the cards means you won't always get a shield card)

Secondly, having different AI use different decks / strategies could be pretty cool, but as each player shares the same deck (to make balancing easier, neither is in a better position card-wise) it might just end up being that it becomes more of a puzzle game, with the player trying to beat the AI at their own strategy. Though in the post-jam update I might add different AI types that are chosen randomly at the start of a match that makes them focus more on specific strategies, as the current AI plays a more general strategy that doesn't let them take full advantage of their cards. As for the AI speed, that's definitely going to be either lowered or given the option to change in the post-jam update.

Lastly, the reason I added all of the "Donian All-Stars" cards and made it a deck without custom cards is to make it so players don't have to create the custom cards if they just want to get into the game. I'm not sure I'll have the time for the post-jam version, but I might add another deck screen that's like "Full Deck", "Aggro-Focus Deck", "Defensive Deck", "Status Deck" or something.

Thanks again for playing, glad you had fun I think!

Sure! Firstly, there isn't really any indication that you're meant to select the items on the right at the start of the level, I didn't realise I had to do that to start with. Secondly, it's not explained that by "activate your new Qubits and tunnel through the walls" it means you need to place the Qubit in the scientist's vision in order to activate it. Also there doesn't seem to be a way to tell where the spotlights will move next, and as they move faster than the player they feel unfair at times.

It's a bit hard to understand what's happening, but this is generally a well made stealth game!

That'd be cool, though adding animals may be hard as they're not always the same size (tbf I broke this rule with the apple question)

Originally a friend suggested having levels like "the Eiffel Tower" or "Big Ben's clock", but I thought it might be harder to implement larger objects.

Had to try yours after you said our ideas were similar, honestly I much prefer the style of your game. The black & white with an orange line is just so clean. Only criticism would be the lack of any music or sound effects, but that's not really a major thing.

Definitely has potential if it was expanded further with more levels.

Fun game, I really like the visual / sound effects!

Thanks for playing :D

Yeah, my intention with the AI speed was to make the game more fast-paced as I got bored of waiting for the AI turns. In the post-jam version I'll probably make AI speed adjustable (e.g. fast, normal, slow).

Cool game! I really like the graphical style :D

If I had one suggestion, it'd be to make the player movement a bit faster, especially in the long corridors. Though I suppose them being so long adds to the sense of "the void"

Cool concept, I really like the game's graphical style.

Honestly really creative idea, though I'd like if there was an "undo" button or something that just restarted the current hole instead of restarting the entire thing.

Really cute little puzzle game! Not particularly hard, but also not too easy. I love the little detail that his eyes turn to face the nearest chicken.

I'm not really sure what I was doing, or what the game-over condition is? But I managed to get equilibrium by accident. If this game had a tutorial I think it would be really good.

Other than getting stuck in the walls / floor when growing, this is a very well made little platformer :D

Thank you for playing, I'm glad you had fun, and thank you for the feedback! I just have a lot of experience making games in PyGame by this point, having used it for the past 2 years. 

Technically it was 3 days, as for the first day I made another submission, but also I used that day to plan out this submission. Good planning goes a long way!

Very cute game! If the level design was improved I think it could be quite fun!

It's a shame that the game is so incomplete,  I think it has a lot of potential if you were to polish it some more.

Fun game! I really like the dialogue, feels very British. 

For improvements, it'd be nice if the gold either didn't despawn or didn't get flung so far? It's basically impossible to pick up all the gold while killing the gnomes and chopping the beanstalks.

Nice, easy to understand game. The visual effect when growing is a bit annoying though.

Quite nice, would like some sort of visual / sound feedback for when I take damage though (such as an explosion effect). Maybe if it's small or quiet so it doesn't get too annoying.

Ah yes I played it now, quite a fun little game. Though I think the menu would be better if pressing "PLAY" took you to the mode select, and then picking a mode just automatically started the game.

Thank you for playing! I'll lower the CPU's speed in a post-jam update :D

Thank you for the feedback! Due to using pygame (& pygbag to make the web ver) I'm not sure I'll be able to add animations / sfx, but I'll lower the game speed on the CPU's turn after the voting period ends!

Very cute little platformer, though because the boxes can get flung so far I did get softlocked on my first try.

An interesting idea, though the main camera doesn't control well at all so I couldn't tell where to go.

The gameplay's alright and I like the opening animation, though I would have liked the option of a tutorial.

"The developer has not uploaded a game yet..." this is so sad :(

Hope you're able to finish it another time.

Nice game, combat's fun and I love the art both for character portraits and the game in general.

Only issue is that I'm not really sure what I was doing with the painting? Also the enemy AI seemed to get stuck whenever I'd walk against a wall.

Cool game with a really nice artstyle, though some hitboxes feel a little unfair especially in the dino fight.

Thank you so much! Hopefully at some point I'm able to expand this further, some proper game balancing and players having separate decks could really help I think.

Dice are most commonly 16mm on each side.

And the apple is just there because I couldn't find a better 10th image.

Really cool idea. I love the mini community it creates without spoken words, eg me opening it and seeing a red amogus so I draw a blue one next to it, and then someone else draws a green one, etc.

Ah I hadn't thought to add spawn indicators for the boss / shots, thanks for the suggestion!

I've not done anything specific to make them load faster, it might just be a by-product of my games normally having less detailed art and not a lot of music files. For example Xters ZERO's web zip file is only 5MB, Lylat Escape is 4MB, and Doceana Quest ZERO is 2.5MB. Whereas Lylat, which has quite a few different music files, is 14MB

Ah the big grey box isn't the ship, but rather it represents the current screen (the ship is always in the centre of it, so I decided not to display it on the radar)

Glad you liked the game though :D

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Hi! I used something called pygbag, it can be installed using pip like any other python library. I don't remember which tutorial I used but there should be a few on youtube for it if you search something like "pygame web pygbag".

There's a pretty big performance hit, for some of my games like Kaya Kaya! it was so bad that for the web version I literally had to double the gamespeed (and set the max framerate to 30 instead of 60) for it to match the windows version. Also some music and sound effects don't play properly on web versions (can be heard in Kana Runes where sometimes the clicking effect doesn't play fully, or in Lylat where the boss theme has a pause at the start)

You can't really do anything about the sound, but if you optimise the game well enough / design the game for it, the fps hit can be solved (e.g. Lylat Escape runs at 60fps despite all the enemies and shots being fired because I lowered the resolution and made sure to not display things unnecessarily). 

I'd say it's worth it, a lot more people view and play browser games. Good luck!